]> git.localhorst.tv Git - l2e.git/blobdiff - src/menu/PartyMenu.cpp
added menu cursor animations
[l2e.git] / src / menu / PartyMenu.cpp
index 07b7770859c1bfbb0812f810178f44534b9db0a3..4a347c508914c274e9afbc7d47126fd1c8dc8b4c 100644 (file)
@@ -1,29 +1,27 @@
-/*
- * PartyMenu.cpp
- *
- *  Created on: Oct 21, 2012
- *      Author: holy
- */
-
 #include "PartyMenu.h"
 
+#include "CapsuleMenu.h"
 #include "ChangeHero.h"
+#include "ConfigMenu.h"
+#include "EquipMenu.h"
 #include "InventoryMenu.h"
 #include "Resources.h"
+#include "ScenarioMenu.h"
 #include "SelectHero.h"
+#include "SpellMenu.h"
 #include "StatusMenu.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 #include "../common/GameConfig.h"
 #include "../common/GameState.h"
-#include "../geometry/Vector.h"
+#include "../math/Vector.h"
 #include "../graphics/Font.h"
 #include "../graphics/Frame.h"
 #include "../graphics/Texture.h"
 
 using app::Input;
 using common::GameConfig;
-using geometry::Vector;
+using math::Vector;
 
 namespace menu {
 
@@ -43,7 +41,7 @@ PartyMenu::PartyMenu(GameConfig *game)
        mainMenu.Add(Res().mainMenuStatusText, 4);
        mainMenu.Add(Res().mainMenuSpellText, 1);
        mainMenu.Add(Res().mainMenuChangeText, 5);
-       mainMenu.Add(Res().mainMenuCapsuleText, 2);
+       mainMenu.Add(Res().mainMenuCapsuleText, 2, game->state->capsule);
        mainMenu.Add(Res().mainMenuConfigText, 6);
        mainMenu.Add(Res().mainMenuEquipmentText, 3);
        mainMenu.Add(Res().mainMenuScenarioText, 7);
@@ -55,7 +53,7 @@ PartyMenu::~PartyMenu() {
 
 
 void PartyMenu::OnEnterState(SDL_Surface *) {
-
+       mainMenu.StartAnimation(Ctrl());
 }
 
 void PartyMenu::OnExitState(SDL_Surface *) {
@@ -98,10 +96,17 @@ void PartyMenu::HandleEvents(const Input &input) {
                                Ctrl().PushState(new InventoryMenu(this));
                                break;
                        case MENU_ITEM_SPELL:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnSpellSelect));
                                break;
                        case MENU_ITEM_CAPSULE:
+                               if (game->state->capsule) {
+                                       Ctrl().PushState(new CapsuleMenu(this));
+                               } else {
+                                       // noise and blur
+                               }
                                break;
                        case MENU_ITEM_EQUIP:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnEquipSelect));
                                break;
                        case MENU_ITEM_STATUS:
                                Ctrl().PushState(new SelectHero(this, this, this, OnStatusSelect));
@@ -110,8 +115,10 @@ void PartyMenu::HandleEvents(const Input &input) {
                                Ctrl().PushState(new ChangeHero(this));
                                break;
                        case MENU_ITEM_CONFIG:
+                               Ctrl().PushState(new ConfigMenu(this));
                                break;
                        case MENU_ITEM_SCENARIO:
+                               Ctrl().PushState(new ScenarioMenu(this));
                                break;
                        default:
                                break;
@@ -119,7 +126,7 @@ void PartyMenu::HandleEvents(const Input &input) {
        }
 }
 
-void PartyMenu::UpdateWorld(float deltaT) {
+void PartyMenu::UpdateWorld(Uint32 deltaT) {
 
 }
 
@@ -200,6 +207,18 @@ const Resources &PartyMenu::Res() const {
        return *game->menuResources;
 }
 
+void PartyMenu::OnEquipSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new EquipMenu(self, index));
+}
+
+void PartyMenu::OnSpellSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new SpellMenu(self, index));
+}
+
 void PartyMenu::OnStatusSelect(void *ref, int index) {
        PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
        self->Ctrl().ChangeState(